adjust extensions

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====Restructuring of [Adjust]====
 
====Restructuring of [Adjust]====
 
The old version of this section is available here[http://en.swordofmoonlight.org/w/index.php?title=Sword_of_Moonlight_Extension_Library/adjust_extensions&oldid=1633]. Many extensions changed with SomEx ver. 1.2.0.8.
 
The old version of this section is available here[http://en.swordofmoonlight.org/w/index.php?title=Sword_of_Moonlight_Extension_Library/adjust_extensions&oldid=1633]. Many extensions changed with SomEx ver. 1.2.0.8.
 +
 +
*The map setting extensions and pov_baseline_adjustment were combined into the fov_ group and simplified as much as possible.
  
 
*The pc_..._speed_multiplier group was removed. See the [[#Number]] section for how to directly set the _WALK, _DASH, and _TURN constants.
 
*The pc_..._speed_multiplier group was removed. See the [[#Number]] section for how to directly set the _WALK, _DASH, and _TURN constants.
  
*The map setting extensions and pov_baseline_adjustment were combined into the fov_ group and simplified as much as possible.
+
*The sway and bob_..._multiplier extensions were removed along with do_sway. The sway can now be directly set by [[#player_character_bob2]] however bob_frequency_multiplier is waiting to be replaced.
 
 
*The sway and bob_..._multiplier extensions were removed along with do_sway. The sway can now be directly set by [[#player_character_bob2]].
 
  
 
*The menu and onscreen display element ..._opacity_multiplier extensions were removed. The ..._opacity_adjustment extensions need to reproduce the math taking into account the incoming opacity values.
 
*The menu and onscreen display element ..._opacity_multiplier extensions were removed. The ..._opacity_adjustment extensions need to reproduce the math taking into account the incoming opacity values.
  
====abyss_event_adjustment====
+
====abyss_depth====
{{Ex/inival|1.1.1.7|real numbers|adjusts the depth below a map tile that cannot be passed upon penalty of death, ie. game over|real}}
+
{{Ex/inival|1.2.0.8|real numbers|establishes the depth below a map tile that cannot be passed upon penalty of death, ie. game over. By default it is -10. This replaces abyss_event_adjustment|real}}
  
 
====blackened_tint====
 
====blackened_tint====
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====blue_flash_tint====
 
====blue_flash_tint====
 
{{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the blue flash that is triggered by in game events. The default value is ff0000ff, or pure blue. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear|color}}
 
{{Ex/inival|1.1.1.5|hexadecimal colour codes|replaces the colour of the blue flash that is triggered by in game events. The default value is ff0000ff, or pure blue. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear|color}}
 
====bob_distance_multiplier====
 
{{Ex/inival|1.0.0.1|real numbers|multiplies the walking effect(s) experienced by the player|real}}
 
 
''Sword of Moonlight's bob effect is quite eccentric. 0.075 meters, just shy of 3 inches. Not so implausible for a mad dash, but you will probably want to tone this down in your game. Consider [[#do_sway]] and [[#sway_distance_multiplier]] while you are at it.''
 
 
'''Note: the original Sword of Moonlight bob allows the player character to gain height and thus see over obstacles which the author may not have accounted for. This is inverted. Refer to [[#do_som]].'''
 
 
====bob_frequency_multiplier====
 
 
''Formerly this extension was part of the [[#Detail]] section.''
 
 
{{Ex/inival|1.1.1.6|real numbers|multiplies the number of times the walking effect will loop over the distance of a meter when moving at full walking speed. Each loop can be thought of as a single step. An increased frequency amounts to a shorter stride. A decrease a longer stride|real}}
 
 
====draw_distance_multiplier====
 
{{Ex/inival|1.0.0.1|positive real numbers|multiplies the draw distance uniformly across [[SOM_MAP#Draw Distance|maps]]|real}}
 
 
====fog_pullback_factor====
 
{{Ex/inival|1.0.0.1|real numbers|pulls the fog to the player as the value approaches 1. It is then averaged with [[#fog_pushback_factor]] to determine where fog will begin|real}}
 
 
====fog_pushback_factor====
 
{{Ex/inival|1.0.0.1|positive real numbers|pushes the fog away from the player arriving at the [[SOM_MAP#Draw Distance|draw distance]] when the value reaches 1. It is then averaged with [[#fog_pullback_factor]] to determine where fog will begin|real}}
 
 
====fog_saturate_multiplier====
 
{{Ex/inival|1.0.0.1|positive real numbers|multiplies the distance at which fog becomes fully saturated|real}}
 
  
 
====fov_frustum_multiplier====
 
====fov_frustum_multiplier====
 +
''Since 1.2.0.8 the default is 1.2. The default will revert back to 1 as soon as this makeshift extension is no longer of general use.''
 
{{Ex/inival|1.1.1.5|real numbers|multiplies the horizontal angle of what is visible to Sword of Moonlight in game. It can be game dependent, but you may need to increase this (from 1) to create gutters along the sides of the field of vision if you notice map tiles disappearing (along the sides) especially when moving quickly with analog controls. Generally the higher the turn speed the more you might need to lean on this. Note that this is not a fix for problems of this nature in widescreen mode. See [[#do_fix_fov_in_memory]] (or [[#do_fix_any_trivial]]) in that case|real}}
 
{{Ex/inival|1.1.1.5|real numbers|multiplies the horizontal angle of what is visible to Sword of Moonlight in game. It can be game dependent, but you may need to increase this (from 1) to create gutters along the sides of the field of vision if you notice map tiles disappearing (along the sides) especially when moving quickly with analog controls. Generally the higher the turn speed the more you might need to lean on this. Note that this is not a fix for problems of this nature in widescreen mode. See [[#do_fix_fov_in_memory]] (or [[#do_fix_any_trivial]]) in that case|real}}
  
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====highlight_opacity_adjustment====
 
====highlight_opacity_adjustment====
{{Ex/inival|1.1.1.5|real numbers between -1 and 1|adds to the opacity of the flashing menu panelling. Note that [[#panelling_opacity_multiplier]] also does this. This extension is probably only useful when the menu panelling is made to be fully transparent. Further note that if the highlight dips below a certain threshold it will be set to a default value equal to that threshold|real}}
+
{{Ex/inival|1.2.0.8|real numbers between 0.06 and 1|adjusts the opacity of the flashing menu panelling. The unadjusted opacity is supplied|real}}
 
 
====highlight_opacity_multiplier====
 
{{Ex/inival|1.1.1.5|real numbers|multiplies the opacity of the flashing portion of the flashing menu panelling such that a value of 0 eliminates the flashing animation, and values greater than 1 makes the flash more pronounced|real}}
 
  
 
====hud_gauge_depleted_half_tint====
 
====hud_gauge_depleted_half_tint====
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====hud_gauge_opacity_adjustment====
 
====hud_gauge_opacity_adjustment====
{{Ex/inival|1.1.1.5|real numbers between -1 and 1|adds to the opacity of the HUD (heads up display) gauges. Note that the emptied halves of the gauges are unaffected. Refer to [[#hud_gauge_depleted_half_tint]]|real}}
+
{{Ex/inival|1.2.0.8|real numbers between 0 and 1|adjusts the opacity of the HUD (heads up display) gauges. Note that the emptied halves of the gauges are unaffected. Refer to [[#hud_gauge_depleted_half_tint]]. The unadjusted opacity is supplied|real}}
 
 
====hud_gauge_opacity_multiplier====
 
{{Ex/inival|1.1.1.5|real numbers|multiplies the opacity of the flashing portion of the HUD (heads up display) gauges such that a value of 0 eliminates the flashing animation, and values greater than 1 makes the flash more pronounced|real}}
 
  
 
====lettering_contrast====
 
====lettering_contrast====
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====panelling_opacity_multiplier====
 
====panelling_opacity_multiplier====
{{Ex/inival|1.1.1.5|real numbers between 0 and 2|multiplies the opacity of the menu panelling (this does not include the menu frames) such that a value of 0 eliminates the panelling, and a value of 2 makes the panelling fully opaque|real}}
+
{{Ex/inival|1.2.0.8|real numbers between 0 and 1|adjusts the opacity of the menu panelling. The unadjusted opacity is supplied. Traditionally this value is always 0.5|real}}
 
 
''Note that the spelling may be considered British English. This is the only form supported at this time.''
 
 
 
====pc_dash_speed_multiplier====
 
{{Ex/inival|1.1.1.5|real numbers|multiplies the player character's dashing speed. Note that the game may <u>not</u> implement dashing, or may turn the feature on and off according to in game events|real}}
 
 
 
====pc_turn_speed_multiplier====
 
{{Ex/inival|1.1.1.5|real numbers|multiplies the player character's turning speed|real}}
 
 
 
====pc_walk_speed_multiplier====
 
{{Ex/inival|1.1.1.5|real numbers|multiplies the player character's walking speed|real}}
 
 
 
====pov_baseline_adjustment====
 
 
 
''Formerly pov_baseline_in_meters prior to 1.1.1.7.''
 
 
 
{{Ex/inival|1.0.0.1|real numbers|adds to the player's eye level -- as of 1.0.0.1 arms are not '''yet''' adjusted accordingly. '''This is fixed in 1.1.1.5'''. Note that this extension does not change the height of the player in terms of passing beneath obstacles for example|real}}
 
 
 
''pov_baseline_in_meters was originally setup for [[Trismegistus]] (which does away with combat elements) and therefore the arm thing funnily enough was not a problem. Nevertheless the arms are an oversight. Arms work in 1.1.1.5.''
 
  
 
====red_flash_tint====
 
====red_flash_tint====
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''Sword of Moonlight displays this flash if the player character receives damage in order to elicit a sensation of pain from the player. If interested in modulating this effect, refer first to [[#do_red]].''
 
''Sword of Moonlight displays this flash if the player character receives damage in order to elicit a sensation of pain from the player. If interested in modulating this effect, refer first to [[#do_red]].''
 
====sky_distance_multiplier====
 
{{Ex/inival|1.0.0.1|positive real numbers|works like [[#draw_distance_multiplier]], however it only applies to [[SOM_MAP|maps]] with skies. It supersedes '''draw_distance_multiplier'''|real}}
 
 
====sky_fadeline_multiplier====
 
{{Ex/inival|1.0.0.1|real numbers between 0 and 1|determines a point between the fog saturation distance at 0 and the sky distance at 1 and smoothly blends things beyond that point into the sky. As if the sky is a second layer of fog beyond the first|real}}
 
 
''Note, the utility is to have your game's skyline blend into the "skybox". The effect itself is quite natural and complements well the way Sword of Moonlight fades NPCs and items into and out of view. It is recommended to use this instead of deploying over ambitious tricks to hide the horizon or resorting to draw distances that are all encompassing.''
 
  
 
====start_blackout_factor====
 
====start_blackout_factor====
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====start_tint====
 
====start_tint====
 
{{Ex/inival|1.1.2.?|hexadecimal colour codes|replaces the colour of the start menu text or image. Refer to [[#do_start]]|color}}
 
{{Ex/inival|1.1.2.?|hexadecimal colour codes|replaces the colour of the start menu text or image. Refer to [[#do_start]]|color}}
 
====sway_distance_multiplier====
 
 
{{Ex/inival|1.1.1.5|real numbers|multiplies the horizontal sway walking effect supplied by [[#do_sway]]. Note that the "sway" itself is initially equal in magnitude to the vertical "bob" effect. Refer to [[#bob_distance_multiplier]]|real}}
 
 
''An author or player may want to tweak this if they decide that it is more realistic to move more (or less) horizontally (side to side) than vertically when walking.''
 
  
 
</onlyinclude>
 
</onlyinclude>

Revision as of 21:02, 21 September 2015


Restructuring of [Adjust]

The old version of this section is available here[1]. Many extensions changed with SomEx ver. 1.2.0.8.

  • The map setting extensions and pov_baseline_adjustment were combined into the fov_ group and simplified as much as possible.
  • The pc_..._speed_multiplier group was removed. See the #Number section for how to directly set the _WALK, _DASH, and _TURN constants.
  • The sway and bob_..._multiplier extensions were removed along with do_sway. The sway can now be directly set by #player_character_bob2 however bob_frequency_multiplier is waiting to be replaced.
  • The menu and onscreen display element ..._opacity_multiplier extensions were removed. The ..._opacity_adjustment extensions need to reproduce the math taking into account the incoming opacity values.

abyss_depth

Introduced around 1.2.0.8, this extension establishes the depth below a map tile that cannot be passed upon penalty of death, ie. game over. By default it is -10. This replaces abyss_event_adjustment. Values are limited to real numbers.[#]

blackened_tint

Introduced around 1.1.1.5, this extension replaces the colour of the black tint that is a backdrop for text and menus. The default value is 80000000, or half black. Note that there is a second black tint the is applied over the first black tine. Refer to #blackened_tint2. Values are limited to hexadecimal colour codes.[#]

blackened_tint2

Introduced around 1.1.1.5, this extension replaces the colour of the second layer of black tint. Refer to #blackened_tint. The default value is 64000000, or quarter black. Note that this is the tint that is used by #do_pause when the game is paused. Values are limited to hexadecimal colour codes.[#]

blue_flash_tint

Introduced around 1.1.1.5, this extension replaces the colour of the blue flash that is triggered by in game events. The default value is ff0000ff, or pure blue. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear. Values are limited to hexadecimal colour codes.[#]

fov_frustum_multiplier

Since 1.2.0.8 the default is 1.2. The default will revert back to 1 as soon as this makeshift extension is no longer of general use. Introduced around 1.1.1.5, this extension multiplies the horizontal angle of what is visible to Sword of Moonlight in game. It can be game dependent, but you may need to increase this (from 1) to create gutters along the sides of the field of vision if you notice map tiles disappearing (along the sides) especially when moving quickly with analog controls. Generally the higher the turn speed the more you might need to lean on this. Note that this is not a fix for problems of this nature in widescreen mode. See #do_fix_fov_in_memory (or #do_fix_any_trivial) in that case. Values are limited to real numbers.[#]

This can also be a means to work with map tiles that have "eaves" far outside of 2x2 meters (the natural size of a single tile) however generally speaking this is not recommended in terms of best practices.

green_flash_tint

Introduced around 1.1.1.5, this extension replaces the colour of the green flash that is triggered by in game events. The default value is ff00ff00, or pure green. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component, but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear. Values are limited to hexadecimal colour codes.[#]

highlight_opacity_adjustment

Introduced around 1.2.0.8, this extension adjusts the opacity of the flashing menu panelling. The unadjusted opacity is supplied. Values are limited to real numbers between 0.06 and 1.[#]

hud_gauge_depleted_half_tint

Introduced around 1.1.1.5, this extension replaces the colour of the gauges when emptied. The default is unspecified, as of 1.1.1.5 it is 55808080. To emulate Sword of Moonlight you can use a value of 00 to make only the filled portions of the gauges visible. Values are limited to hexadecimal colour codes.[#]

The depleted gauges were needed by #do_st to emulate Shadow Tower. It is simpler to just leave them as a permanent fixture. Plus it just looks nice.

hud_gauge_opacity_adjustment

Introduced around 1.2.0.8, this extension adjusts the opacity of the HUD (heads up display) gauges. Note that the emptied halves of the gauges are unaffected. Refer to #hud_gauge_depleted_half_tint. The unadjusted opacity is supplied. Values are limited to real numbers between 0 and 1.[#]

lettering_contrast

Introduced around 1.1.1.5, this extension replaces the colour of the in-game text's "shadows". The default colour is 464646. Partial transparency is not supported as of 1.1.1.5. Refer to #lettering_tint. Values are limited to hexadecimal colour codes.[#]

What this actually does is recolour text that is the colour of Sword of Moonlight's shadows. Refer to #system_fonts_contrast and #status_fonts_contrast.

Tip: this is the only way to change the default colour for dialogue text and subtitles. Just avoid making the system and status fonts the same colour and you can recolour all three independently.

lettering_tint

Introduced around 1.1.1.5, this extension replaces the colour of the in-game text. The default colour is dcdcdc. Partial transparency is not supported as of 1.1.1.5. Refer to #lettering_contrast. Values are limited to hexadecimal colour codes.[#]

What this actually does is recolour text that is the colour of Sword of Moonlight's text. Refer to #system_fonts_tint and #status_fonts_tint.

Tip: this is the only way to change the default shadow colour for dialogue text and subtitles. Just avoid making the system and status fonts the same colour and you can recolour all three independently.

panelling_opacity_multiplier

Introduced around 1.2.0.8, this extension adjusts the opacity of the menu panelling. The unadjusted opacity is supplied. Traditionally this value is always 0.5. Values are limited to real numbers between 0 and 1.[#]

red_flash_tint

Introduced around 1.1.1.5, this extension replaces the colour of the red flash that is triggered by in game events. The default value is ffff0000, or pure red. Note that the flash begins fully opaque and then tails off. The blending mode is not based on the alpha component but the colour is divided by the alpha component as a courtesy, and if the colour is fully transparent, the flash will not appear. Values are limited to hexadecimal colour codes.[#]

Sword of Moonlight displays this flash if the player character receives damage in order to elicit a sensation of pain from the player. If interested in modulating this effect, refer first to #do_red.

start_blackout_factor

Introduced around 1.1.1.5, this extension changes the way the title screen options are masked. As the value approaches 1 the transparency effect is replaced by a darkening effect. This is especially useful if the title screen is not a flat colour behind the text. Note that as of 1.1.1.5 the title screen elements, pushstart.bmp etc., have black pixels knocked out like every other texture. Values are limited to real numbers.[#]

If you are considering your options. It is recommended that you first see if #do_start is implemented or not (it is not as of 1.1.1.5) and use that if so. It simply uses text in place of images. Text is much less work for translators to deal with. It is not clear how or if start_blackout_factor will interplay with do_start.

start_tint

Introduced around 1.1.2.?, this extension replaces the colour of the start menu text or image. Refer to #do_start. Values are limited to hexadecimal colour codes.[#]